using System; using System.Collections.Generic; using UnityEngine; namespace XCharts.Runtime { public enum AnimationType { /// /// he default. An animation playback mode will be selected according to the actual situation. /// ||默认。内部会根据实际情况选择一种动画播放方式。 /// Default, /// /// Play the animation from left to right. /// ||从左往右播放动画。 /// LeftToRight, /// /// Play the animation from bottom to top. /// ||从下往上播放动画。 /// BottomToTop, /// /// Play animations from the inside out. /// ||由内到外播放动画。 /// InsideOut, /// /// Play the animation along the path. /// ||沿着路径播放动画。当折线图从左到右无序或有折返时,可以使用该模式。 /// AlongPath, /// /// Play the animation clockwise. /// ||顺时针播放动画。 /// Clockwise, } public enum AnimationEasing { Linear, } /// /// the animation of serie. support animation type: fadeIn, fadeOut, change, addition. /// ||动画组件,用于控制图表的动画播放。支持配置五种动画表现:FadeIn(渐入动画),FadeOut(渐出动画),Change(变更动画),Addition(新增动画),Interaction(交互动画)。 /// 按作用的对象可以分为两类:SerieAnimation(系列动画)和DataAnimation(数据动画)。 /// [System.Serializable] public class AnimationStyle : ChildComponent { [SerializeField] private bool m_Enable = true; [SerializeField] private AnimationType m_Type; [SerializeField] private AnimationEasing m_Easting; [SerializeField] private int m_Threshold = 2000; [SerializeField][Since("v3.4.0")] private bool m_UnscaledTime; [SerializeField][Since("v3.8.0")] private AnimationFadeIn m_FadeIn = new AnimationFadeIn(); [SerializeField][Since("v3.8.0")] private AnimationFadeOut m_FadeOut = new AnimationFadeOut() { reverse = true }; [SerializeField][Since("v3.8.0")] private AnimationChange m_Change = new AnimationChange() { duration = 500 }; [SerializeField][Since("v3.8.0")] private AnimationAddition m_Addition = new AnimationAddition() { duration = 500 }; [SerializeField][Since("v3.8.0")] private AnimationHiding m_Hiding = new AnimationHiding() { duration = 500 }; [SerializeField][Since("v3.8.0")] private AnimationInteraction m_Interaction = new AnimationInteraction() { duration = 250 }; [Obsolete("Use animation.fadeIn.delayFunction instead.", true)] public AnimationDelayFunction fadeInDelayFunction; [Obsolete("Use animation.fadeIn.durationFunction instead.", true)] public AnimationDurationFunction fadeInDurationFunction; [Obsolete("Use animation.fadeOut.delayFunction instead.", true)] public AnimationDelayFunction fadeOutDelayFunction; [Obsolete("Use animation.fadeOut.durationFunction instead.", true)] public AnimationDurationFunction fadeOutDurationFunction; [Obsolete("Use animation.fadeIn.OnAnimationEnd() instead.", true)] public Action fadeInFinishCallback { get; set; } [Obsolete("Use animation.fadeOut.OnAnimationEnd() instead.", true)] public Action fadeOutFinishCallback { get; set; } public AnimationStyleContext context = new AnimationStyleContext(); /// /// Whether to enable animation. /// ||是否开启动画效果。 /// public bool enable { get { return m_Enable; } set { m_Enable = value; } } /// /// The type of animation. /// ||动画类型。 /// public AnimationType type { get { return m_Type; } set { m_Type = value; if (m_Type != AnimationType.Default) { context.type = m_Type; } } } /// /// Whether to set graphic number threshold to animation. Animation will be disabled when graphic number is larger than threshold. /// ||是否开启动画的阈值,当单个系列显示的图形数量大于这个阈值时会关闭动画。 /// public int threshold { get { return m_Threshold; } set { m_Threshold = value; } } /// /// Animation updates independently of Time.timeScale. /// ||动画是否受TimeScaled的影响。默认为 false 受TimeScaled的影响。 /// public bool unscaledTime { get { return m_UnscaledTime; } set { m_UnscaledTime = value; } } /// /// Fade in animation configuration. /// ||渐入动画配置。 /// public AnimationFadeIn fadeIn { get { return m_FadeIn; } } /// /// Fade out animation configuration. /// ||渐出动画配置。 /// public AnimationFadeOut fadeOut { get { return m_FadeOut; } } /// /// Update data animation configuration. /// ||数据变更动画配置。 /// public AnimationChange change { get { return m_Change; } } /// /// Add data animation configuration. /// ||数据新增动画配置。 /// public AnimationAddition addition { get { return m_Addition; } } /// /// Data hiding animation configuration. /// ||数据隐藏动画配置。 /// public AnimationHiding hiding { get { return m_Hiding; } } /// /// Interaction animation configuration. /// ||交互动画配置。 /// public AnimationInteraction interaction { get { return m_Interaction; } } private Vector3 m_LinePathLastPos; private List m_Animations; private List animations { get { if (m_Animations == null) { m_Animations = new List(); m_Animations.Add(m_FadeIn); m_Animations.Add(m_FadeOut); m_Animations.Add(m_Change); m_Animations.Add(m_Addition); m_Animations.Add(m_Hiding); } return m_Animations; } } /// /// The actived animation. /// ||当前激活的动画。 /// public AnimationInfo activedAnimation { get { foreach (var anim in animations) { if (anim.context.start) return anim; } return null; } } /// /// Start fadein animation. /// ||开始渐入动画。 /// public void FadeIn() { if (m_FadeOut.context.start) return; m_FadeIn.Start(); } /// /// Restart the actived animation. /// ||重启当前激活的动画。 /// public void Restart() { var anim = activedAnimation; Reset(); if (anim != null) { anim.Start(); } } /// /// Start fadeout animation. /// ||开始渐出动画。 /// public void FadeOut() { m_FadeOut.Start(); } /// /// Start additon animation. /// ||开始数据新增动画。 /// public void Addition() { if (!enable) return; if (!m_FadeIn.context.start && !m_FadeOut.context.start) { m_Addition.Start(false); } } /// /// Pause all animations. /// ||暂停所有动画。 /// public void Pause() { foreach (var anim in animations) { anim.Pause(); } } /// /// Resume all animations. /// ||恢复所有动画。 /// public void Resume() { foreach (var anim in animations) { anim.Resume(); } } /// /// Reset all animations. /// public void Reset() { foreach (var anim in animations) { anim.Reset(); } } /// /// Initialize animation configuration. /// ||初始化动画配置。 /// /// 当前进度 /// 目标进度 public void InitProgress(float curr, float dest) { var anim = activedAnimation; if (anim == null) return; var isAddedAnim = anim is AnimationAddition; if (IsSerieAnimation()) { if (isAddedAnim) { anim.Init(anim.context.currPointIndex, dest, (int)dest - 1); } else { m_Addition.context.currPointIndex = (int)dest - 1; anim.Init(curr, dest, (int)dest - 1); } } else { anim.Init(curr, dest, 0); } } /// /// Initialize animation configuration. /// ||初始化动画配置。 /// /// 路径坐标点列表 /// 是Y轴还是X轴 public void InitProgress(List paths, bool isY) { if (paths.Count < 1) return; var anim = activedAnimation; if (anim == null) { m_Addition.context.currPointIndex = paths.Count - 1; return; } var isAddedAnim = anim is AnimationAddition; var startIndex = 0; if (isAddedAnim) { startIndex = anim.context.currPointIndex == paths.Count - 1 ? paths.Count - 2 : anim.context.currPointIndex; if (startIndex < 0 || startIndex > paths.Count - 2) startIndex = 0; } else { m_Addition.context.currPointIndex = paths.Count - 1; } var sp = paths[startIndex]; var ep = paths[paths.Count - 1]; var currDetailProgress = isY ? sp.y : sp.x; var totalDetailProgress = isY ? ep.y : ep.x; if (context.type == AnimationType.AlongPath) { currDetailProgress = 0; totalDetailProgress = 0; var lp = sp; for (int i = 1; i < paths.Count; i++) { var np = paths[i]; totalDetailProgress += Vector3.Distance(np, lp); lp = np; if (startIndex > 0 && i == startIndex) currDetailProgress = totalDetailProgress; } m_LinePathLastPos = sp; context.currentPathDistance = 0; } if (sp == anim.context.currPoint && ep == anim.context.destPoint) { return; } anim.context.currPoint = sp; anim.context.destPoint = ep; anim.Init(currDetailProgress, totalDetailProgress, paths.Count - 1); } public bool IsEnd() { foreach (var animation in animations) { if (animation.context.start) return animation.context.end; } return m_FadeIn.context.end; } public bool IsFinish() { #if UNITY_EDITOR if (!Application.isPlaying) return true; #endif if (!m_Enable) return true; var animation = activedAnimation; if (animation != null && animation.context.end) return true; if (IsSerieAnimation()) { if (m_FadeOut.context.start) return m_FadeOut.context.currProgress <= m_FadeOut.context.destProgress; else if (m_Addition.context.start) return m_Addition.context.currProgress >= m_Addition.context.destProgress; else return m_FadeIn.context.currProgress >= m_FadeIn.context.destProgress; } else if (IsDataAnimation()) { if (animation == null) return true; else return animation.context.end; } return true; } public bool IsInDelay() { var anim = activedAnimation; if (anim != null) return anim.IsInDelay(); return false; } /// /// whther animaiton is data animation. BottomToTop and InsideOut are data animation. /// ||是否为数据动画。BottomToTop和InsideOut类型的为数据动画。 /// public bool IsDataAnimation() { return context.type == AnimationType.BottomToTop || context.type == AnimationType.InsideOut; } /// /// whther animaiton is serie animation. LeftToRight, AlongPath and Clockwise are serie animation. /// ||是否为系列动画。LeftToRight、AlongPath和Clockwise类型的为系列动画。 /// public bool IsSerieAnimation() { return context.type == AnimationType.LeftToRight || context.type == AnimationType.AlongPath || context.type == AnimationType.Clockwise; } public bool CheckDetailBreak(float detail) { if (!IsSerieAnimation()) return false; foreach (var animation in animations) { if (animation.context.start) return !IsFinish() && detail > animation.context.currProgress; } return false; } public bool CheckDetailBreak(Vector3 pos, bool isYAxis) { if (!IsSerieAnimation()) return false; if (IsFinish()) return false; if (context.type == AnimationType.AlongPath) { context.currentPathDistance += Vector3.Distance(pos, m_LinePathLastPos); m_LinePathLastPos = pos; return CheckDetailBreak(context.currentPathDistance); } else { if (isYAxis) return pos.y > GetCurrDetail(); else return pos.x > GetCurrDetail(); } } public void CheckProgress() { if (IsDataAnimation() && context.isAllItemAnimationEnd) { foreach (var animation in animations) { animation.End(); } return; } foreach (var animation in animations) { animation.CheckProgress(animation.context.totalProgress, m_UnscaledTime); } } public void CheckProgress(double total) { if (IsFinish()) return; foreach (var animation in animations) { animation.CheckProgress(total, m_UnscaledTime); } } internal float CheckItemProgress(int dataIndex, float destProgress, ref bool isEnd, float startProgress = 0) { isEnd = false; var anim = activedAnimation; if (anim == null) { isEnd = true; return destProgress; } return anim.CheckItemProgress(dataIndex, destProgress, ref isEnd, startProgress, m_UnscaledTime); } public void CheckSymbol(float dest) { m_FadeIn.CheckSymbol(dest, m_UnscaledTime); m_FadeOut.CheckSymbol(dest, m_UnscaledTime); } public float GetSysmbolSize(float dest) { #if UNITY_EDITOR if (!Application.isPlaying) return dest; #endif if (!enable) return dest; if (IsEnd()) return m_FadeOut.context.start ? 0 : dest; return m_FadeOut.context.start ? m_FadeOut.context.sizeProgress : m_FadeIn.context.sizeProgress; } public float GetCurrDetail() { #if UNITY_EDITOR if (!Application.isPlaying) { foreach (var animation in animations) { if (animation.context.start) return animation.context.destProgress; } } #endif foreach (var animation in animations) { if (animation.context.start) return animation.context.currProgress; } return m_FadeIn.context.currProgress; } public float GetCurrRate() { #if UNITY_EDITOR if (!Application.isPlaying) return 1; #endif if (!enable || IsEnd()) return 1; return m_FadeOut.context.start ? m_FadeOut.context.currProgress : m_FadeIn.context.currProgress; } public int GetCurrIndex() { #if UNITY_EDITOR if (!Application.isPlaying) return -1; #endif if (!enable) return -1; var anim = activedAnimation; if (anim == null) return -1; return (int)anim.context.currProgress; } public float GetChangeDuration() { if (m_Enable && m_Change.enable) return m_Change.duration; else return 0; } public float GetAdditionDuration() { if (m_Enable && m_Addition.enable) return m_Addition.duration; else return 0; } public float GetInteractionDuration() { if (m_Enable && m_Interaction.enable) return m_Interaction.duration; else return 0; } public float GetInteractionRadius(float radius) { if (m_Enable && m_Interaction.enable) return m_Interaction.GetRadius(radius); else return radius; } public bool HasFadeOut() { return enable && m_FadeOut.context.end; } public bool IsFadeIn() { return enable && m_FadeIn.context.start; } public bool IsFadeOut() { return enable && m_FadeOut.context.start; } public bool CanCheckInteract() { return enable && interaction.enable && !IsFadeIn() && !IsFadeOut(); } } }